Sharpshooter (LW2)

Our Sharpshooters engage enemy targets with pinpoint accuracy from extreme range. They may also be trained as designated marksmen, forgoing long-range capabilities for mobility.

Sharpshooter: Primary: Sniper Rifle; Secondary: Holotargeter

Long War 2 Sharpshooters are quite similar to their vanilla counterparts, but with two major changes. Sharpshooters now carry a Holotargeter, which boosts aim of all units on a target until the end of the turn. It can be used at Squadsight range, and only requires one action to use, so is an option after moving. Pistols are available as utility slot items, as they are for all soldiers, but the vanilla talents that specialize in pistol use are largely available in the Advanced Warfare Center instead.

"Sniper" type Sharpshooters (Left branch) function best in the back lines and high above ground, singling out and executing single targets in devastating attacks, but suffer from a lack of flexible move-and-attack options and a need to remain just within squadsight range to consistently land critical hits.

"Marksman" type Sharpshooters (Right branch) actively move and seek out flanks on the enemy, exploiting the power of the Snap Shot perk to enable penalty free firing after movement, but lack the Sniper's ability to largely disregard cover and range when firing from ideal positions.

Sharpshooters can also train extensively in the use of their Holotargeters in the center branch, and can use them to expose entire enemy groups to accurate fire from the rest of the Sharpshooter's squad; for these selfless soldiers, the rifle is often an afterthought.

Abilities (As of LW2 Version 1.3)

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Rank

Ability

Squaddie

Holo Targeting

Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.

Squadsight

You can target enemies within squadmates' sight, provided there is line of sight to the target.

Sniper

Marksman

Lance Corporal

Death From Above

Killing an enemy at a lower elevation with your primary weapon costs only a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.

Rapid Targeting

You may Holotarget an enemy as a free action with a 4-turn cooldown. In addition, Holotargeting no longer ends your turn.

Snap Shot

You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.

Corporal

Damn Good Ground

Confers +10 aim and +10 defense against targets at a lower elevation.

Phantom

When the squad is revealed, this soldier remains concealed.

Center Mass

You do one additional point of base damage when using guns.

Sergeant

Precision Shot

Take a special shot with +30 bonus to critical chance and 33% bonus critical damage. Three-turn cooldown.

HiDef Holo

Your Holotargeted enemies are easier to critically hit.

Lone Wolf

Gain +10 aim and +10 defense when 7 or more tiles distance from any ally.

Staff Sergeant

Long Watch

Allow Overwatch to trigger with Squadsight.

Independent Tracking

A Holotargeted enemy will remain so for 1 additional turn(s)

Low Profile

Makes partial cover count as full.

Tech Sergeant

Deadeye

Take a shot with a small aim penalty for a significant damage boost.

Vital Point Targeting

Attacks against your Holotargeted enemies deal more damage.

Aggression

Gain +5 critical chance for each enemy you can see, up to a maximum of 30.

GunnerySergeant

Kubikuri

Special shot against most enemies who have taken any damage: Any critical hit kills them, but regular hits do half damage. Requires two actions and has a 4-turn cooldown.

Multitargeting

You may Holotarget multiple enemies with a 2-turn cooldown.

Hunter's Instincts

Ranged attacks against flanked enemies deal +2 damage.

Master Sergeant

Double Tap

Fire a standard shot and gain a bonus shot or overwatch action.

Alpha Mike Foxtrot

You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.

Serial

A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.